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March 30th, 2007 by lux

left: Blossfeldt Fractals (detail) - William Ngan & Right: Crystalpunk Automaton - Wilfried Hou Je Bek
Metaphorical brings to us a new work based on the photographs of Karl Blossfeldt and generated using a species of algorithm similar to L-Systems. Check out the dynamically generated Blossfeldt Fractals here, you can also read about the [...]

Originally by paul from dataisnature.com on November 8, 2006, 10:43am

Posted in Art, DataViz, Photography, ReBlog | No Comments »

[screen burn - please wait]

March 30th, 2007 by lux

pleasewait.preview.jpg

»Screen Burn (please wait)«, 2005. Steven Read wrote a software program in Apple II Integer Basic that displays an image on the monitor’s screen. Then he ran the program continuously for about 6 months. The software image was eventually burned into the screen because the internal phosphor compounds which emit light lost their luminosity and left behind a ghostly trace. The ‘please wait’ text is actually an image which took over 1000 lines of software code to create. The old Apple II operating systems (DOS 3.x, ProDOS, etc.) did not come with any font facilities, if you wanted a font you had to code it from scratch.

Originally by mail from VVORK at March 28, 2007, 04:53, published by Luis Silva

Originally from Rhizome.org on March 28, 2007, 3:47am

Posted in Art, Images, ReBlog, Sci/Tech, Video | No Comments »

Aperture

March 1st, 2007 by lux

Aperture is a facade installation which functions as an interactive display. The display is created using iris diaphragms which together create an interactive matrix. Iris diaphragms are apertures with a variable opening diameter. The single apertures in the grid react to varying intensities of incoming light by altering their diameters correspondingly. This feature makes passers-by able to influence the opening diameter of the iris diaphragms by their movement in front of the facade, thus creating a display capable of depicting the people moving by, while at the same time being a new channel for communication between the inside and outside of a building.

Aperture is created by Frederic Eyl and Gunnar Green from the University of the Arts Berlin.

Check out the video of the functioning prototype built by Frederic Eyl and Gunnar Green.



The apertures react to varying intensities of incoming light by altering their diameters correspondingly. This creates a display capable of depicting people moving by.

Originally by lmailund from digitalexperience at March 1, 2007, 08:49, published by Luis Silva

Originally from Rhizome.org on March 1, 2007, 7:55am

Posted in Architecture, Art, Interface, ReBlog | No Comments »

A Pandemic in Print

March 1st, 2007 by lux

An exhibit of posters demonstrates the important role media plays during a widespread epidemic.

Originally from Metropolis Magazine on February 19, 2007, 11:00pm

Posted in Art, Culture, ReBlog | No Comments »

Interview with Angelo Vermeulen

February 19th, 2007 by lux

Angelo-Vermeulen-foto.jpgIn December, Yves Bernard invited me to give a talk at Art+Game, a conference and exhibition about video games from an artistic point of view. After my usual little show, a guy came to me, his name was Angelo Vermeulen. He had curated a part of the exhibition with such talent and impeccable taste that i was all ears, i thought he’d want to talk about games. He didn’t. He wanted to give me a CD of his work. Man! Don’t you have a website like everyone? A CD! Something tangible that will meet the same end as all those business cards that people keep handing me: they end up in the bin of some hotel because they just clutter my handbag. I came late to digital data so now i stick to it, if i want to find you, i just google you and that’s it. Anyway, a few days later i was in one of those hotel rooms. There was no internet. I open Angelo’s CD and look at its content. The next thing i did when i finally managed to get online was to ask Angelo if i could interview him. Angelo doesn’t have a website (yet!), he’s way too cool for that.

He wrote part of the interview in NYc, part in Sint-Niklaas and then disappeared somewhere in Andalusia.

Originally trained as a biologist (PhD at the University of Leuven, Belgium), he also followed a photography training at the Art Academy of Leuven. Moved to London to work with Nick Waplington. Back in Belgium he took up post-graduate studies at the Higher Institute of Fine Arts (HISK) in Antwerp.

Blue-Shift-[LOG3.jpgAfter that traces of his activities appear online. Most notably, his installation Blue Shift [LOG. 1], introduced last Summer at Isea2006, aims to question the status of the utilitarian in art and science and push interactive installation art into Darwinian realms (detail of the installation on the right). A community of single-cell algae, water fleas, fish and water snails is set up in the exhibition space. Visitors induce a gradual microevolution of the - genetically determined - light-responsive behavior of the water fleas. When the system is in standby, yellow lights illuminate the aquaria from the top. The water fleas are attracted to this light and swim towards it. Whenever a visitor is detected in proximity of the installation, blue spotlights are activated. Water fleas, repelled by this color, flee downwards and pass through holes in a false bottom in the aquaria… where fish are waiting to wipe them out.

What can be considered to be a survival strategy in natural circumstances - blue light indicates clear open water and hence potential detection by fish - has quite a different meaning in this set-up: it is exactly those water fleas that do not swim away from the blue light that survive and reproduce. In this way their genes will become dominant in the water flea populations and a “contra-natural” selection will occur.

He has been working on “SKANNER”, a new media project on human fear in cooperation with Tamuraj, electronic musician and mathematics researcher. The audience is exposed to a frightening live montage of video images and sounds generated by the artists and an artificial intelligent computer system. Physical reactions of the audience such as heart rate, blood pressure and skin conductivity are monitored. An artificial
creative agent uses these data to simulate the relation between fear responses and sounds and images. The agent functions thus as a third “virtual” artist. Through the accumulation of empirical data and learning algorithms, SKANNER finally evolves towards a real fear machine. The performance is shown consecutively in Europe, North America and Asia in order to investigate intercultural differences.

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Skanner Labtest - Video stills

Angelo is currently busy writing a book on the relation between art, technology and spirituality in partnership with art philosopher Antoon Van den Braembussche. In collaboration with Quebec-based artist Louis Blackburn, he is also preparing several new media projects and a documentary on computer game culture. They’ll be touring with a series of lectures on games (games & cinema, games & the body) in Europe for Contour Mechelen.

Angelo, you’re one of the few people who are both trained as a scientist (biology in your case) and fine artist. Do you make a clear distinction between your work as an artist and your scientific activities?

In the beginning of my life as an artist I was mainly focused on photography and I was convinced that my scientific background was something I had to get rid of in order to make good art. It was only a few years later that I discovered that combining these things would lead to much more powerful creations. Now I feel a lot of my work is a layered convergence of rationality, intuition and hyperesthesis. In the interactive cinema project ‘SKANNER’ (2002-2005) and the installation piece Blue Shift [LOG. 1] (2005) I explicitly combined both my art and my science background. Certain aspects of these projects were strictly scientific, while others were purely artistically motivated, and there is evidently a different mindset for each of the positions. Blue Shift [LOG. 1] was created with Luc De Meester, a former colleague of mine and a specialist in evolutionary biology. For this project I had to make a lot of choices about the setup of the piece in a larger art exhibition context. I choose a basement location because that gave the right kind of conditions and associations I wanted; a half-hidden and darkened laboratory with close proximity to a workshop where technicians were running in and out. Once the location was chosen the process started of building up the piece in relation to the space itself. These decisions were primarily artistically motivated: I wanted to create a 3D image that had an immediate and strong impact on the visitor. I have learned by now that such creative choices only can be rationally analyzed and (partly) understood after the piece is ready. When creating an installation I strongly rely on intuition to decide which specific materials to use, where to put things, how to set up the lighting etc. Of course there are also significant conceptual issues related to certain choices, it’s not just a formal process. However, with Blue Shift [LOG. 1] things became even more complex than that; whenever I made a creative choice I had to make sure it did not violate the scientific rationale behind the work. The idea of this piece was to create a work that functioned both as an interactive installation, and as a scientific experiment. A true hybrid work.
SKANNER-Labtest-Z33,-2004.jpgSkanner Labtest Z33
SKANNER was a collaboration with musician and mathematician Tamuraj. The goal was to create a live horror movie that would use images and sounds from a database in combination with a live-generated soundtrack. During the performance we monitored the public’s bodily responses as an indication of emotional state, such as heart rate and blood pressure. We then used these data to optimize the live montage of image and sound in two different ways. First, all the data were displayed in real time so that we could actively use the public’s emotional state as a directive for mixing sound and image. Second, Tamuraj programmed an artificial intelligence module that constantly compared output (the live movie) and input (the public’s emotional data). The software then automatically optimized the impact of the performance by making autonomous decisions about the sound sequencing for example. In this way, the soundtrack during our last performance was to a large extent created by the audience’s hearts. In an art project like this, the aim is to create a powerful audiovisual experience that at the same time uses systematic scientific analysis.

Did the art audience react to Blue Shift [LOG. 1] in the same way as the scientific audience?

Both audiences reacted strongly to the aesthetics of the piece; to its visual language and its setup in the space. But each audience also responded very specifically from within its own context; art audiences tended to be fascinated by the conceptual dual nature of the work, while scientists quickly started investigating the experimental design of the project. During the exhibition Luc De Meester invited an American colleague who was visiting Belgium. His colleague was extremely enthusiastic because he saw both a scientific and educational value in the project. We were provoking Darwinian evolution of the light responsive behavior of water fleas through exposure to predating goldfish. Our hypothesis was formed from related observations, and had never been tested before. The project was a way to bring specific research to a wider audience. The feeling that your daily practice gets a meaning for a broader public is very gratifying, but unfortunately, this happens hardly ever for scientists.

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Water flea and Blue Shift [LOG. 1] installation view

What makes the art approach interesting in a regular scientific context? Can your artistic explorations be fed back to the scientific frame?

I am not sure that the art approach in general can have a major impact on scientific practice. The last decades it’s been very popular to stress the similarities between art and science. Artists and scientists are “creative and inspired”, the artist studio can be seen as a sort of laboratory, etc. Recently, at an exhibition opening in Los Angeles, an artist came up to me and stated that “scientists are artists”. I personally oppose this oversimplification. There are fundamental differences between both worlds that cannot be bridged. First, the idea that scientists have of the world is completely different than that of artists. According to science, the world is something to be fully understood and modeled and mathematics is regarded as its true underlying basis. Through a process of continuous refinement science is looking for the one universal model that will explain everything. This is a very Cartesian way of looking at the world still. As an artist you have the freedom to reject this, and personally I believe you have to reject the supremacy of such reductionist models to make truly engaging art. Art is about what escapes definition, there is a sort of spiritual element in good works of art that defies any analysis. Take poetry for example; a computer program using artificial intelligence could probably convincingly simulate a poetic style. However, true engaging poetry has an authenticity you cannot artificially create. This may seem like a very Romantic notion of art, but I believe ambiguity and ungraspability are crucial characteristics of art.

0thomskhhu.jpgA second important difference between science and art is the handling of tradition. In a more traditional view, science is a constant flow of historicide, while art production is a process of reiteration. Through the continuous creation of new subsequent models, science progresses towards a sort of utopian ultimate understanding of the world. Older models are replaced by new ones, hence the concept of historicide. In contrast, art would constantly build on the works of former generations. “Unlike art, science destroys its own past” Thomas Kuhn argued in his Comment on the Relations of Science and Art. I don’t fully agree with this. In the daily practice of science its history and traditions are continuously present. One of the most central aspects of scientific practice is its use of statistics, the universally adopted methodology to analyze data and present insights. If your insights do not comply with the norms of this standardized system, they won’t be considered valid. It’s quite a fascinating system in its own respect and works really well. However, for me this was a major difference when I started making art: in art there is no such inevitable standardized context to work in. Art works do not have to comply with a specific set of rules to be considered “valid”. On the contrary, in the avant-garde/modernist model we use today, art should be questioning, even annihilating predecessing art and should create more pertinent and visionary answers. This doesn’t mean that the contemporary art world is always so ‘refreshing’, quite the opposite. Contemporary art seems to suffer heavily from reiteration, and we see the same things over and over again such as conceptualism, minimalism, pop art etc.

Apart from similarities, both art and science have their individual specificity that you have to handle in their own respect. Like I said before there’s no need to throw away things; combining different attitudes is the most fascinating thing you can do. However, the desire to fuse everything into one ‘model’, into one singularity is a typically Western cultural attitude. This attitude not only has its roots in scientific thinking but has also been shaped by religion and economics. A religion in which everything is reduced to one singular deity, and an economic model – capitalism – which at the root is obsessed with efficiency and hence singularity.

So, because of fundamental differences between contemporary art and science, I don’t believe they will blend again into a sort of neo-Renaissance model. Moreover, in practice science is often only superficially interested in art. Scientists don’t have the need and, more importantly, don’t have the time to indulge in an art practice consistently. However, there are examples in which the scientific community truly shows interest in a complementary artistic approach. In the specific example of ‘Blue Shift [LOG. 1]’ there was effectual feedback to the scientific community on different levels. Luc De Meester was happy to see that his year-long laboratory work finally found a way to a broader public, and that the work resulted in actual data to be published in a peer-reviewed scientific journal. Personally, this is one of my favorite aspects of the whole project; publishing an art piece in the world of science through a sort of Trojan horse.

On the other side, a lot of contemporary art does happily embrace science and technology. ISEA2006 (International Symposium for Electronic Arts) in San Jose was a clear example of this. This symposium is organized every two years in a different city, and for the 2006 edition the organizers worked together with ZeroOne San Jose, a festival on digital culture. During a full week in August there were numerous artist presentations, lectures by media theorists and curators, panel debates, etc. All this in conjunction with an extensive showcase of art works and performances throughout the whole city. The art projects somehow always made use of recent technology, both in very simple and in very elaborate ways.

Now, this embrace of technology in art has its own problems. What particularly struck me during the symposium sessions in San Jose was the desire of many artists to drown their work in an academic jargon. It looked a bit like a desperate attempt to be taken seriously and make sure the audience realized there was a “deeper meaning” to the work. I think that by doing this so explicitly you basically ‘kill’ the work, you kill the potential for an open experience by your audience. And then again, don’t forget that clever rhetorics can be used to apply ‘deeper meaning’ to almost anything. Of course all this is a consequence of conceptualism and of the enormous influence of academic discourse in the shaping of art careers. Another way in which the importance of an art project was put forward was through stressing its technological innovation value. Most often this resulted in art project presentations that were basically nothing more than fancy tech demos. There’s more – or sometimes less – to art than impressing with a technological trick developed in collaboration with a prestigious university. It’s the sort of techno-fetishism that is rife in the new media art scene. A new creative technology is presented as an art piece but essentially lacks genuine layers of poetic meaning simply because the focus is on the technology itself, and not on what lies beyond. The medium has become the message; nothing new here.

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Spiral & Underground Support System (Television)

You wrote that today (new media) artists are often under pressure to present their work as “research”. What are the pitfalls of such attitude?

I have no problem with research in the arts whatsoever. It’s an interesting evolution that artists don’t necessarily have to produce well-defined (collectible) objects. It’s the art practice as a whole that has come to the foreground; what artists stand for, how artists make their attitude come true in the world, how they communicate their ideas, what other experiments and side projects they’re involved in, etc. Such layered activity and exploration is also valued these days. However, there are some pitfalls in overtly stressing research in art practice.

First of all, research may become an end in itself; the artist’s work becomes interesting simply because it is research. As a consequence some artists start legitimizing their work through some sort of research concept hoping that it will make the work more relevant. Well, it’s up to the spectator to decide whether the research presented is actually meaningful or just a “marketing trick”. Sometimes research even becomes an excuse to avoid making a clear-cut artistic statement or finalized work. The work-in-progress-syndrome. I have nothing against work-in-progress tactics but they should be meaningful in view of a chosen strategy, not a pretext to procrastinate. In some cases artists fall victim to their own endless technical research. This is a phenomenon which you often encounter in the new media scene. People start up a technically complex project and keep struggling with it for years and years, continuously working on the technical and financial aspects of the work. Once again, this is not a necessarily bad strategy but in some cases the artist would be better off picking up some completely new ideas and a fresh new project. Experimentation and exploration seem essential for me.

I also believe there is a strong tendency nowadays to instrumentalize art, especially those art forms that do not sell well. This is of course a neoliberal vision on the art practice; art should somehow financially sustain itself within market forces. There’s a big cultural difference between this in Europe and the US. In Europe, art that has less or no commercial value can be funded by the government, much less so in the US. As a consequence, American artists tend to present their new media work more often as research with a utilitarian benefit for society: it has an academic value, it’s technologically innovative etc. I think this is not always a healthy situation. Art should reclaim its rights to be sometimes… well, not useful at all, not in a directly measurable way. I even think contemporary art should become more irrational. We badly need more “nonsense”.

Is Drumlander a way to, as you put it elsewhere, “reclaim the freedom to play”? How did you get into the game culture by the way?

Yes, Drumlander is exactly that. This doesn’t mean we approach our game-related projects in a casual manner; on the contrary, we are very focused on bringing quality in what we do. Computer games are something Louis Blackburn and I grew up with. I was playing a lot but never really thought of incorporating games into my art. All this changed when I visited Louis in Québec City in 2004. We started talking about games; about the beauty, strength and craftsmanship of our favorite games, links with other media, and above all, approaches to recycle this culture in a creative manner. And that’s how we decided to set up Drumlander. Drumlander was originally conceived as a DJ project with game music, but quickly evolved into a much broader platform to explore the creative potential of games. In the DJ set we mix original game tunes, game music remixes and chip music made with old game consoles. We have gathered a massive collection of game songs and sounds, and depending on the venue, things become more dancy or experimental. It’s undoubtedly a great new experience for me coming from a background of science and visual arts.

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Drumlander Art+Game montage

I really liked the games you curated for the exhibition Art+Game organized by IMAL in Brussels last December. It presented the most interesting aspects of video games today: activism, education and fun. Which criteria guided your selection?

Drumlander’s game arcade The Sweet and Violent Underbelly of Game Culture is a showcase of independent games, mostly freeware and open-source. The present-day game industry can be compared to the film industry, with a small group of massive studios creating the most lucrative games, and a widespread scene of independent artists and programmers. For the arcade we consistently look for computer games that show a level of artistic ingenuity. As a spectator, this may not always seem so obvious at a first glance; sometimes you really need to submerge yourself in the game to discover this. There are many different levels on which a game can excel in creativity: its concept, gameplay, graphics, music, etc. A crucial aspect of the arcade is that we are constantly around to introduce people to the games, to play with or against them, discuss the significance of games, etc. This results in a whole different experience for the audience. For many visitors, games transform from a previously misunderstood commodity to an exiting medium with loads of creative potential.

For our last installment of the arcade at Art+Game in Brussels, we also included a personal selection of political games. These are games that take current political and social issues as a central theme. Sometimes in truly activist sense, and sometimes more in an ironic way. Through their sheer subject matter these games possess a sort of documentary value; something I learned during a debate with Eddo Stern and Peter Brinson at Gamezone deSingel in Antwerp last year. I find this a very interesting new way of looking at games.

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Drumlander - DJ set in Quebec

I read about one of your upcoming projects that will star mad scientists. It is certainly an ironic idea coming from you. What motivated the choice of that character?

I have a strong interest in cultural icons like the zombie, the alchemist, and mad scientist because they represent a sort of underground science. Each icon has a specific and consistent logic of its own but at the same time clearly transgresses the boundaries of normalized rational thinking. They also reflect people’s fears; both about science and the unknown. The alchemist and mad scientist are figures that operate in an ethical no-man’s-land and use technology without constraints, thus provoking fear. On the other hand, the mysticism which is involved in alchemy and zombies reflects man’s inexhaustible fascination-repulsion for the unknown.

I am currently planning an audio piece using the in-game dialogues of mad scientists captured from a wide range of computer games. The piece will be a multichannel surround installation set up around a central video sculpture. My idea is to create a sort of incongruous conversation piece that in a way reflects the representation of science in popular game culture.

Can you already tell us a few words about the book you’re working on?

The book I am currently writing with art philosopher Antoon Van den Braembussche, is a series of dialogues on contemporary relations of art, science, and spirituality. We met some years ago at the HISK; a postgraduate art school in Antwerp where I was studying at the time. During our first meeting at his home we had a non-stop conversation of more than seven hours. Consequently we thought it might be a great idea to use such conversations as the basis for a book. We approach the rather wide spectrum of the book’s subject through ten different angles: art and science, the virtualization of contemporary culture, computer games and visual culture, spirituality in the digital age, etc. It’s an extremely “natural” project that flows wonderfully well. The discussions are almost always unprepared and lead to the most surprising insights. We also travel around for this project. We go to Spain quite often, to work in isolation in a small mountain village in Andalusia, and we’re also planning to make a trip through Asia to go and talk with local philosophers and Buddhist monks.

There’s already a big interest in our book; people keep on asking me when it will be finished. We plan to have the Dutch manuscript ready by the end of this year, and the book should be out in 2008. After the Dutch version we’ll start working on an English and French translation.

Now two silly questions that I think you deserve!
1. When will you have a website?

In February I will have a brand new web site. It will contain both an artist archive, a blog and a vault for all texts, ideas, scans, manuals that I think might be useful for the community. Until then you can check some of my work on the IBK Visual Arts Database.

2. Is there any talent that you don’t have?

Oh, one thing I am pretty bad at is orientation. I don’t know why but I have a harder time than anyone else to get a clear oversight of a city. In the end I usually get it, but it takes me like 15 times longer than a normal brain. However, in games I do pretty well…

Thanks Angelo!

Angelo Vermeulen can be contacted at angelovermeulen[at]myway dot com
Thanks to Morgan Riles for correcting the English.

All images courtesy of Angelo Vermeulen (except the portrait of Thomas Kuhn.)

Originally from we make money not art on February 19, 2007, 3:14am

Posted in Art, Audio, People, ReBlog, Sci/Tech, Video | No Comments »

Interview with Cati Vaucelle

February 14th, 2007 by lux

0portraitcati.jpgWhen i asked her what she does or drink to have so much energy and creativity Cati Vaucelle simply told me that she is spending the nights playing World of Warcraft. Well, i’m sorry Cati, it doesn’t work for us mere mortals! Hanging around with druids and having a stroll through Dun Morogh on the back of a tiger doesn’t usually results in projects that i’d want to blog. And if Cati’s avatar kills monsters and completes quests as fast as she engineers new projects then she might be one of the most formidable players around. One day she’s working on a touch-sensitive dress for sensory therapy, the day after she announces that she’s just finished collaborating with Hayes Raffle on a rubber stamp that children can press onto the page to record sounds into their drawings.

I don’t know which label i should put on Cati Vaucelle: is she a researcher? an artist? a designer? Something in between?

I am a knowledge shopper. I studied philosophy and fine arts, applied computer science, psychology, and computational linguistics starting in Paris with a B.S. in mathematics and economics. At MIT I took classes in engineering and programming, recently graduating from Harvard University in product design and architecture. Juggling among degrees triples my inspiration. I feel empowered by applying this knowledge in my research. Now I define myself as a researcher, an inventor and an artist at the same time. I collaborate frequently as I find it extremely enlightening. My work has implications for fields as diverse as HCI, architecture, fashion, learning and health care treatment.

Can you tell me something about your career: how you came to be interested in tangible interfaces, digital technology, augmented “everyday” realities?

I started to use microcontrollers to augment everyday objects back in Paris. I searched for prior inventions in the domain, and discovered the work of the MIT Media Lab. After a few years of research in physical augmentation via computer means I found that a new materiality emerged based on our physical limitations supported by digital possibilities. This new materiality was also created through the possibility to keep memorized an impossible number of data. I was fascinated by the power of computation in recalling memories. I designed a range of computational linguistic tools from toy design, storytelling systems, to performative text instruments to record stories of experiences. Gradually the six exteroceptive senses became part of my design principles. I like to engage people’s associative memory for elements in their life that can be recalled through AI tools and products.

In my sculpture work, I combine the material representation of a souvenir and its effect over time. I print a series of clothes in plaster molds and in life-sized frames. The pieces of clothing carved in the plaster come from people I care for. Their prints represent their passage in my life at a point. The mold essentially keeps the shape and the textural significance of the clothing.

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Memento Box: Outside and inside

I designed a series of kinetic and architectural installations, electronically mediated clothing, and smell collector systems in relation to my take on memories. I created the Memento Box, a kinetic installation that symbolizes a view on my relationship to souvenirs. This kinetic and electronic Box represents an attractive passage from door to personal space of souvenirs.

0breathingwallll.jpgThe Breathing Wall kinetic piece that I created with Ana Aleman consists of a wall made from thin transparent tubes that react to the public space. Made out of architectural objects that work independently or dependently of one another, it deploys and retracts soft fabric. The wall remembers the sense of the public and reacts accordingly.

In Touching Memories, I originally wanted the system to capture the memory of touch represented by its pressure and warmth. This system, later called Taptap and built with Leonardo Bonanni, Jeff Lieberman and Orit Zuckerman, supports the remembrance of a lost one, sharing physical prompts to recall a souvenir of touch for distant lovers. This work resulted in a series of prototypes: Squeeze Me, Hurt Me, Cool Me Down and Touch Me with implications for support in mental health care treatments. I continue independent research on Seamless Sensory Interventions for the treatment of mental and neurological disorders. Haptics are the key to bringing treatment into the social sphere through devices, providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.

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Cool Me Down

Together with Yasmine Abbas I explore the design of a touch-sensitive dress for massage and sensory therapy. The research focuses on the material - how the structure and the embedded components of the garment participate in pushing its function to become an envelope or cocoon for one’s well-being. Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory and alerting cocoon.

I design the Odora Storyteller, a smell collector. It encompasses the experience of the everyday collector and creates an associative memory of smells, places and objects. The first prototype is conceived for children to collect samples from their environment. The children can reveal and create associative connection between smells, textures and visual components of elements that they gather. The collected elements are then used to create and recall stories. I also envision this concept for persons suffering from Alzheimer’s disease. People with Alzheimer’s could benefit from associative memory between smell and souvenirs of places.

The smell collector became a collector of everyday sensations. The collector allows a child to also collect temperatures - from the heat of the sun to the cold of the ice, invited to capture more complex temperature such as the soil.

I am designing Jewelry in the form of arial patterns of a city. My vision is to have in miniature the multitude of patterns that one can see from a distance. The research implication/discussion is now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. We now consider differently objects, we have a different representation to them. As much as the car has influenced painting and the representation of space and movement, I want to show how the use of new technologies can change our way to design objects.

Crazy toys allow children to voice out their drawing construction. Crazy toys capture the pitch and loudness of the child’s voice and generates patterns on a screen. I am working on a database management of the child’s pre-drawn pattern that she could decide to use for her compositions. I am currently making a generic doll whose body reacts to the sound input and generates digital drawings. I link max/msp to processing. The digital patterns from processing flow through the body of the doll as a metaphor on how digital technologies invade our everyday space and body.

One of your prior researches was concerned with the underlying mechanisms regarding the improvisation of narratives by children. This gave way to some pretty imaginative projects. What have you learnt from that experience with children? How much did their interaction with the objects/devices you gave them modified your perception of the subject?

I learned that tools for children need to be designed to support their evolving skills. Electronic toys, toys with AI and digital applications for children could benefit from multiple levels of learning including different layers of complexity.

As a research associate at Media Lab Europe from 2002-2004, I designed Textable Movie with Glorianna Davenport. In the framework of computational storytelling, Textable Movie promotes the idea of maker-controlled media and can be contrasted to automatic presentation systems. By improvising movie-stories created from their personal video database and by suddenly being projected into someone else’s video database during the same story, users can be surprised as they visualize video elements corresponding to a story that they would not have expected. With Textable Movie, users make their own inference about these discoveries rather than using artificial systems that make the inference for them. They can then create a personal mode of interaction with the system, e.g. mapping keywords to videos, and incorporate new video clips and sound samples to their database.

0textabemoih.jpgThe complexity, power and flexibility of Textable Movie can be seen in how novel projects presented themselves through its use. The immediate response from the system by the children made it comparable to a video game. I created Textable Game that extends the concept to the realm of video games. This application aims to engage teenagers in building their own games, e.g. action games, exploration games, mystery games, using their own video/audio footage, and allowing them to create their own rules and scenarios. The goal of Textable Game is to invite teenagers to be their own video game producers.

Evaluations with Textable Movie informed me that more fusion between creating an idea and producing it was necessary. For a revisit of Textable Movie, I wanted to couple mobile technologies to a platform that could materialize ideas and retrieve them seamlessly had to be implemented. I explored the concept of tangibility of digital data as a way for children to gather and capture data around the city for later retrieval. In this case, tangible objects become metaphors of captured elements. I conceived a device using mobile technology combined with tangible objects as metaphors called Moving Pictures: Looking Out/Looking In. This project became a team project that I developed with Diana Africano and Oskar Fjellström, both researchers at the Umeå Institute of Design in Sweden.

Moving Pictures: Looking Out/Looking In
allows children to gather outside and look around in their environment to collect visual clips, capture short videos using video cameras, and then come back inside to a video editing station where they reflect on and play with their media collection.

0indublin.jpg 0indublin2.jpg
Recording with the camera and uploading videos on the table

With Moving Pictures the experience for the user is transparent. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. I integrated different layers of complexity, from digitizing the media, performing a movie, to storyboarding a more complex narrative. Elements of design such as cards symbolizing the composition of the screen are used to offer the children the potential to become video artists, understanding and playing with the frame as they go.

Based on our evaluations with children, I found that Moving Pictures suffers from several limitations related to the problem of how to best digitally support meaningful interactions in the physical space. First the scalability of such a system at a networked and international level is flawed. I need to redesign the software technology to centralize the linked data and distribute the nodes of contained data in an organized fashion. To have the technology better assist how an individual moves about the physical space while capturing content their platform needs to be mediated by a centralized software architecture.

Second, system centralization implies new communication technology to mediate the video platforms and allow them to communicate with one another. The RFID technology in the wireless cameras could be redesigned into a pattern based technology using the video camera of any device.

Lastly, I would like to escape the hardware limitations of commercial video cameras. Users could use any phone, any camera or text based device to exchange material. The system should be designed to generalize despite different input modalities. All of these modifications shift the emphasis of the system from a simple, transparent, video platform, and into an architecture for supporting content generation that reflects the physical environment of the user through multiple information platforms.

What are the challenges, pecularities and pitfalls when working with children (compared with projects you’d develop for grown-ups)?

It is complex to work on projects for children because of our responsibility as adults. The video game world is very attractive to kids and it can also easily be allienating without any parental and environmental support. I also wish that companies could facilitate their console hacking for kids, by protecting certain parts of their market, but making it hackable for more creative projects. Kids could still use the console for its game purpose but could appropriate its design to make their own. As an example, experimented adults can hook up applications to the new Wii console using emulators, but this is not being hacked by children.

Also the Wii is an example of interesting design because it uses body motions and physical space as part of its design principles. I recently saw multiple generations, from the young child to the grand parents, play with it and everybody enjoyed it. It seems fully integrated within the family context as much as traditional board games have been in the past. In the realm of PvP video games, World of Warcraft has a nice goody for its users: they can take a break and double their experience the next time they come online but to not forget their addiction, WoW only doubles it up to two levels. This is smart, it allows users to go away from the computer screen for a few days and engage back into their addiction. However, sometimes this time is also used to create other characters…

There are also challenges for electronic toys. In 2002, a friend of mine commented beautifully on the matter:

“The most beautiful thing happened on Tuesday night. I was babysitting for Colum, Jenny’s little boy, he’s 5 (and three quarters!). We made up 2 new super heroes Lava Man and the other Lava Man! We were just having a really good play with lots of jumping around and shouting. Anyway, later we were just sitting down and talking more quietly. He was showing me this little dinosaur that has tiny batteries inside and when you open his mouth he roars. Colum said the batteries were wasted and I said I can get new ones for him. He said ‘no, its terrible when the batteries work because every time he opens his mouth all he can do is roar, even when he tries to eat something all he can do is roar so he can’t even eat anything so lets leave him with the wasted batteries, he’s better that way’. All I could do was smile the widest smile.” Andy Brady

0puppppppets3.jpgTraditional toys such as puppets and dolls encourage young children’s storytelling in the form of pretend play. Unfortunately, the majority of commercial technological toys do not provide the space for children to tell their own stories; rather they tend to tell stories to them or constrain their play pattern. Children could benefit from creating stories rather than listening to them. The quote from Andy Brady is an example of how technology can be useless and, worse, annoying or constraining to the child. In this example, technology is not contributing anything to the play pattern of the child except the repetitious dinosaur roaring which apparently is not pleasing for anyone! The child voices his complaint by asking not to use this technology anymore.

In my work, I aim to add technology to prompt the child in a way that allows the child to be an active participant in story creation. When a system for authorship is well designed, the technology is not invading. In 2000 I created Dolltalk (PDF), a set of computational puppets designed for storytelling. Dolltalk captures the child’s storytelling though motions made with puppetry and the voice of the child. In this work, the challenge was to combine the right balance of technology coupled with a narrative structure inspired by the toy. I have worked on business applications of this project with Mattel, Fisher Price and Lego.

Kids today grow among mobile phones, computers, sophisticated video games,… we didn’t. How do you think it affects their perception of the frontier between virtual and physical world?

This current question reveals that each time there is a change, it transforms our ideal image of ourselves.

A useful historical metaphor exists in photography. At the inception of photography, the new medium was equally feared and admired. It was reduced to the status of being useful, but devoid of meaningful interpretations of reality, which was the provence of the fine arts and painting in particular. However, over time, the status of photography changed, and gained its independence from painting. Eventually, the photographic medium was accepted as having its own formal and aesthetic values. The end result was a revisitation of what painting could be, driven by the new aesthetic findings in photography, as exemplified in some of Duchamp’s work, such as le nu dans l’escalier. The paradigm shift was not limited to painting, but provided social change as a new form of expression in the arts.

I gave this example to say that with photography we realized it was not an anti-art, it was another art. It is a medium. Children use these tools. It is important that we understand what they are. Digital is a revolution. It creates children’s expectations of their interaction with their environment (virtual and digital) that can be different from ours (because we have not grown up in the same environment as the children of today).

When i go to tech conferences, i only see a tiny minority of women. how is it like at Harvard Design School? do you feel like you’re part of a minority of geek girls? does it affect you?

In Paris, I studied with a majority of men. Women seemed to fear technical matters. It was clear that this was perpetuated socially. I graduated from Harvard University, Graduate School of Design (GSD), with a Master in Design, Product Design and Architecture. I had previously studied at the MIT Media Lab for a Master of Sciences. I am now back to the MIT Media Lab as research assistant and PhD candidate with Dr. Hiroshi Ishii in the Tangible Media Group. I can compare the impact of women in these environments. Women are less represented in general at the professorship level. A woman with engineering skills and with the same qualifications as a man seems to always be strangely discredited. On my side, I try to avoid this polemic and just develop my engineering work on my own. At the GSD, there are lots of women as students, but not that many as faculty members. At the Media Lab women are under represented in general. There is a mix between designers and geeky girls at the media lab, but the majority have a background in CS or electrical engineering and if not they all learn on the fly. I like working with women a lot at Media Lab, especially because I like seeing a feminine sensibility empowered with the technicality of engineering.

You’re working mainly with technology: computers, rfid, even robots. Are you interested in emerging technologies like nanotechnology, biotechnology, synthetic biology? or is it too far from your own sphere (one only has 24 hours per day after all)?

These topics are fascinating and I am interested in everything that is emerging. I am a knowledge shopper after all! Maybe I will follow a degree in nanotechnology …

0aapap2.jpg
Taptap

How do you think that digital technologies make us re-evaluate the physical world?

We are perceiving a new physicality through digital materials. This modification of our perception of the environment is developed thourgh our experience with the digital.

As an illustration of this new area consider the usual RFID tagging. RFID tags have been used throughout the physical space for cuing purposes. Beyond that, I argue that the presence of content cues throughout the space redefines our very perception of that space. Now an alternative to RFID tagging is possible, such that arbitrary physical properties of objects can be used as tags to content. One promising line of work is using mass to arbitrarily define tags. Any object can be assigned tag status by linking the mass of the object to some content that the user likes to represent from their environment. By reintroducing the appropriately weighted object to the system, the content can be recalled. Tagging serve as a means for feedback from the physical environment back to the virtual community. This line of thought is now possible by having been digital, conceptually, and subsequently discovering new design principles within the physical space. Tagging with the mass of the object uses technology to link the intrinsic physicality of the material to new conceptual possibilities regarding how we perceive physical space, content of physicality and extended virtual communities.

What did you try to achieve with “The Texture of Light”? Was it just a project you had to develop for the Smart Materials course at Harvard or do you plan to go further and exploit the idea in novel ways?

0textureoflight.jpgThe Texture of Light is a tangible system that exploits lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. This project is an attempt to fight the boredom of everyday life and employs the simple use of chemistry, Plexiglas, and plastic patterns to form a visual reconstruction of reality, giving it a texture and expressive form. The tangible potential of the direct use of light on Plexiglas lenses and transparent materials presents three opportunities that are critical to this project. First is the collaboration in the public space facilitated by tangible means. The second opportunity is the improvisation and experimentation space offered by such tangible and mechanical systems. The third is the reinvestigation of the physical texture of light materialized, allowing a direct understanding of the effects of light properties on transparent materials e.g. reflection, color transformation, density, and diffraction.

I am implementing my vision of this project on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities.

Your work involves augmenting the physical using the digital. aren’t you having nightmare of a physical object that does more bad than good because its digital “layer” is running amok?

The digital has suffered by trying to be too physical, trying to justify its existence by refining itself with physical rules. There are fundamental limits between the form and function of the digital and physical. This step was necessary to combine the digital to the physical without independence between these two modes of interaction. Now that the digital is part of our everyday life, it is the perfect moment to study how it can inform the structure of the physical and how it can drive new conceptions of the physical. The goal is to strike a balance between digital technologies and their physical components, such that despite their fundamental differences of form and use, the two can be seamlessly integrated and mutually inform one another.

I only augment the physical with the digital in certain conditions, because I also care about interdependencies between the digital and the physical. With each other they have a function. Without each other they also have a function. This differs from current considerations of physical and tangible representation by allowing the virtual and the physical to exist independently from each other, or, rather, to co-exist in a way that informs one another.

Specifically, the challenge is to augment the physical using the digital by maintaining a reason d’etre of the physical with the digital. Consider a scarf that warms up if a friend is missing. This computational scarf, even without technology, can be designed so it remains useful as a scarf, and keeps a memory of the interaction with the digital without detracting from its design as a physical object. On the other hand, the warmth generating sensor module, if removed from the scarf, can have another digital function and be integrated into a bedding to provide some warmth as well. Both the physical platform and the technology are dissociable, although the combination of the two generates the impact of the application.

My work incorporates materials that borrow rules from the digital and offer a sense of magic in the physical world. Smart materials are a reasonable platform for our desire to have the digital and physical inform one another simply due to the technical opportunities, such as scalability, computational power, and extensibility. However, in addition to having digital and technical possibilities, smart materials offer a relatively unexplored opportunity to drive new conceptions of digital and physical by adhering to intrinsically physical properties of material. Our concept of materiality can be intelligently redefined by the introduction of technical extensions to the material platform.Digital and virtual applications are changing our very conception of the physical space. A new materiality is emerging, based on our physical limitations supported by virtual possibilities. Digital has changed our perception of the physical, as in surface, light and texture, and also our body, as in its ideal representation. However, I believe that an incredible opportunity is being lost. Combined virtual and physical applications are not being designed with their independent principles of physical and virtual in mind. My research explore the fundamental differences between these worlds, and how, as the line between them blurs, we can take the lessons of the virtual space and redesign the physical space.

Merci Cati!

Originally from we make money not art on February 14, 2007, 3:50am

Posted in Architecture, Art, Clothing, Interface, People, ReBlog, Sci/Tech, Video | No Comments »

Book: Responsive Environments: Architecture, Art and Design

August 30th, 2006 by lux

0lucybu.jpgResponsive Environments: Architecture, Art and Design (USA - UK) by Lucy Bullivant, an architectural critic, author and curator based in London.

Extract from the editor’s blurb: Artistic manifestations of the use of digital technology in physical spaces are growing. Electronic billboards have been around for decades, but now the concept of connectivity has also literally seeped into the skins of buildings in new ways. Artists - and architects working in hybrid fields on interactive projects - are responding to the electro-physical flux of urban environments, coopting responsive dynamic media systems, wireless sensing, wearable computing and even topological media. They (…) are not interested in ‘tech’ or smart spaces for the sake of it, but to create environments that act as mediating devices for a new social statement.

I found about the book on Interactive Architecture. As Ruairi notes, several blogs were mentionned as a resource for the book: Interactive Architecture, Pixelsumo, Gizmodo and we-make-money-not-art. That reaaaally made my day. I ordered it immediately as Bullivant is also the author of a small book i read last year and liked a lot 4dspace: Interactive Architecture (UK - USA.)

Responsive Environments is not big on theories and risky forecasts, it’s rather a walk into the best and the latest of what interactive space can mean. It is split in small chapters (about interactive building skins, intelligent walls and floors, responsive artworks, etc.) and has plenty of beautiful pictures. Although the book deals with technology-heavy installations and concepts, i never felt i needed a degree in engineering to understand it, there’s even a glossary that explains what are Bluetooth, LEDs, RFID tags, etc. All of the above makes a very easy read, although i sometimes had the feeling i was reading a catalogue.

I was very happy to “hear the voice” of the artists, interaction designers and architects themselves as Bullivant has interviewed names most of you are familliar with: Jason Bruges, Lars Spuybroek, Ben Rubin, Rafael Lozano Hemmer, Christian Moeller, Usman Haque, HeHe, Shona Kitchen and Ben Hooker, Golan Levin, Toyo Ito, UN Studio, Mark Goulthorpe, Toshio Iwai and KDa, Maywa Denki, Kas Oosterhuis, Tobi Schneidler, Realities:united, Adam Somlai-Fischer, etc.

0melopoi.jpg

The project (well… one of the many projects) i discovered in this book is the Melatonin Room, by Swiss architects Jean-Gilles Decosterd and PhilippeRahm (the studio is now closed but you can learn more about their work here).

The melatonin regulates levels of alertness in the human body. A high level induces sleepiness, a low level greater alertness. Two climates alternate in the Melatonin Room. The first is defined by the emission of a bright green electromagnetic radiation at 509 nm, at an intensity of 2000 lux, which eliminates the production of melatonin, the space becomes thus a physically motivating place. The second climate is a dissemination of ultraviolet rays, bathing the visitor in soft blue light which stimulate the production of melatonin. This “physiological architecture” explores the ways environments can change consciousness.

Originally from we make money not art on August 29, 2006, 8:11am

Posted in Architecture, Art, Books, Design, ReBlog | No Comments »

Jeff Slay — Acrylic Painting on Wood

May 22nd, 2006 by lux

This is a painting by my long lost friend Jeff Slay. Every few years I try to get back in touch with him, and then he gets lost again. Now, I’m not even sure where to start looking. Jeff is an interesting character and we spent a lot of time together when we were younger. Musician, biker, tattoo artist/collector, painter, golf nut (seriously), and at one point sophisticated CAD designer all describe Jeff.

He gave us this painting of three cows years ago and we’ve had it prominently displayed in every place we lived ever since. I took this pic just before I packed the painting to move it to our new house.

Jeff Slay, if you ever stumble upon this page please give me a shout.

Jeff Slay -- Acrylic painting on wood

Originally from I’m Heavy Duty! on April 21, 2006, 10:46pm

Posted in Art, ReBlog | No Comments »

art. plasma. ii.

May 22nd, 2006 by lux


Instead of turning your plasma TV off when you’re done watching it, you can turn it into a work of art with the Art Plasma II - Masters of Impressionism DVD. Fire it up and it will cycle through masterpieces by Degas, Cezanne, Monet, Manet, Van Gogh, Sisley, Seurat and others. The montage plays out against a backdrop of classical music or “a relaxing ‘chill’ soundtrack” in Dolby Digital Surround. Okay, sure, probably not for everyday use, but might be nice during a party, and it will keep your boorish guests from trying to turn on the “big game” that day.

Originally from Funfurde on May 11, 2006, 9:45am

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Wrestling Resfest 2005

May 9th, 2006 by lux

Review of the Resfest Short Film Festival, Nov 17-22 2005, ACMI Melbourne.( Printed in Real-Time magazine ).
( Update: added some pix and links to watch movies mentioned. )

For better or worse, Resfest comes through town like the dinosaur chase scene in King Kong, and we stumble out at the end of it – exhilarated, overwhelmed by the feast of technical delight, and yet somehow wondering why we are covered in cheese. That said, the Resfest condensed program of ‘short films, music videos, features, motion design, live music and speakers’ inevitably contains breathtaking moments – where the obsessive pursuit of novelty actually leads somewhere, where the technical wizardry transcends the sum of it’s intricate parts, where bedroom creatives kept chipping away on a piece that no-one could ever elevator pitch, where brats with a handicam nailed the perfect moment, or simply while holding your hand, where the film-maker-animator-designer gradually takes you outside of yourself, and what you thought possible.

‘Tis a given that Resfest’ll unearth a few sparklers, and definitely true again in 2005. Resfest’s reputation however, in an increasingly crowded market of international media festivals, also rides on the quality and style of it’s overall curation and ability to deliver material that actually lives up to it’s new mantra of ‘innovative’, ‘out of the ordinary’ and ‘inventive’ (replacing their ‘digital film festival’ tagline), without ending up some sort of Resfest Kong in a gelled faux-hawk, walking around in the world’s largest sneaker advertisements.

Australiana

clara, muph and platonic

Travelling to over 30 cities worldwide, the sheer reach and global flavour of Resfest provides an illuminating context for the compilation screening of Australian short films, ‘Digital Projections’. Shove the spotlight on our own backyard ( thanks to ACMI curators Clare Stewart & Kristy Matheson ), and it mostly serves to show how soaked in global pop culture we are. Epitome of that’d be the excellent pixel art animation by Paul Robertson, ‘The Magic Touch‘, which splices retro game aesthetics, rollerskating turntablists, manga scientists, oversized ghetto blasters and hip hop sea monsters into a short but satisfying whole. Also managing cute pop-cultural points is Nicholas Randall’s ‘All He Needs’, a gay rollerblader love story set to the title track by French synth popsters Air, whilst parodying the work of Mike Mills. Music video ‘Heaps Good’ finds Aussie hip hop in fine form (Muph & Platonic), and well represented by Anto Skeene’s stylishly effective post-it note flip-book animations ( a technique mirrored in another session by Michel Gondry’s brother, Olivier). A few too many saccharine coated technically clever clips cluttered the rest of the line-up, but Vincent Taylor’s ‘The Cypriot’ & Van Sowerine’s eerily enchanting ‘Clara’ transcended those, offering layered, compelling viewing with the respective help of radically transformational make-up & exceptional stop-motion animation in a doll-house.

Surface Layers

salier and ross

Resfest at best pioneers thrilling new aesthetics, at worst propositions clever gimmickry looking for it’s own tail as ‘innovative’. Case in point – Francis Vogel – where was your editor or art director to restrain your considerable technical achievements from becoming so torturously, mind-numbingly self-defeating? True, some amazing visual manipulation on exhibit, but what is innovative about implying narrative and not knowing what to do with it, then repeating your already revealed visual punchlines ad nauseam? Nowadays, there are shopping malls of available techniques unfolding in all directions, aisles filled with artists drifting by with trolleys. But what to do with them? Edouard Salier was a stand-out of the many visually gifted directors at least trying to harness visual ideas for the service of greater provocation. With ‘Flesh’ Salier gave us a breathtaking NY skyline rendered in 3D, each and every building ( including the two towers ) textured using animated and vectorised porn models. The inevitable was rendered as giant blood red shards spiking out of the two towers, and followed by more planes crashing into the seductively coated buildings all over the city. Salier’s ‘Empire’ clip resonated deeper though, subtly morphing American Dream scenarios by allowing 3D military shapes to shift the contours of the screen from behind, haunting the on-screen pleasantries with the lurking machines underneath.

Juke Boxing

Despite all the best music videos of Resfest having already been seen long before, and a growing army of music video blogs making genuine ‘premieres’ harder each year, audiences still seem to lap them up on the big screen – which in part reminds that there’s an opportunity for Resfest to extend and explore beyond their choice of films, to represent changing audiovisual forms in ways artists are reshaping – with DVD mixers, with laptops, with installations, computer games, live video and theatre. There’s a growing list of media festivals worldwide who not only screen short films, but seek to exhibit and provoke with new forms. And there’s an even longer list of online ‘curators’ who already provide a much wider range of music video clips, every day. At Resfest, my favourite music video was a repeat – by Johnnie Ross, for his ‘Blood of Abraham – dangerous diseases’ – a fantastic video, humourously urbanizing and updating Zbig Rybczynski’s famous “Fourth Dimension” people-twisting clip.

Pixel Juicy

poodle fitness Imagination, narration and black and white photographs ( ala Chris Marker’s La Jetee ) were all that was needed to kept a theatre a cackle during Le Grand Sommeil ( The Big Sleep )by John Harden, the story of a scientist who formulates a serum that transforms him into a dog. Also more than a bit funny – Nagi Noda’s Poodle fitness video. Miranda July won affection with her unlikely survey offered to passersby : ‘Are You The Favourite Person of Anybody?’. The Southern Ladies Animation Group’s animated documentary ‘It’s Like That’, beautifully utilised animation techniques that accentuated rather than dominated the story of asylum seeking children detained in an Australia detention centre. city paradiseAnd favourite techniques employed to achieve artfulness beyond efficiency? Software, hardware and imagination danced nowhere better at Resfest 2005, than with ‘City Paradise’ by Gaelle Denis, an utterly enchanting exploration of a secret underground city, filled with the lateral nimbleness animated compositing can bring, a luscious tale of pixels offset with Joanna Newsom soundtrack.

Jean Poole, Jan 2006.

See Also:
http://www.resfest.com

Online ‘Video Curators’:
http://www.skynoise.net/2006/01/11/viral-video-blogs/

A big list of other ‘innovative’ video festivals:
http://www.skynoise.net/2006/01/17/video-media-festivals/

Originally by jean poole from { { { { - - Sky Noise — >>> on January 28, 2006, 2:56am

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Skateboard music interface

April 21st, 2006 by lux

Cobi van Tonder, author of the brilliant Ephemeral Gumboots, has been commissioned a new work for ISEA2006.

The project, Skatesonic, uses the motions and sounds of skateboards and explores their inherent ambient rhythm to create music. In a way, each move translates to musical parameters and the rider ends up skating through a landscape of music (which s/he influences over time).

lickr400x.jpg

Skatesonic will work in both solo and group situation. The system “listens” to space through movement, which it maps out and translates into music. Each of the four boards will map to a unique sound and structural parameters, so if there are 4 riders they will be able to jam like a band.

For example, Skatesonic will allow skaters to buffer through a sound file in Max, meaning that as they rolls over a certain distance it is as if they have a record needle under the board, and every inch of movement progresses the sound. The live microphone input also reveals information about the texture of surface under the board and intensity of movement.

From an interview of the artist by Sylvie Parent.

Originally from we make money not art, ReBlogged by sonia zjawinski on Apr 20, 2006 at 11:07 PM

Originally from Eyebeam reBlog on April 20, 2006, 11:07pm

Posted in Art, Audio, Music, ReBlog, Sci/Tech | No Comments »

Gardens-in-a-Petri

February 24th, 2006 by lux

Gardens-in-a-Petri

So while BLDGBLOG continues its fascination with Martian viro-invaders, Social Fiction has been expanding its microbial menagerie: godless ecologies simmering with selfish codes and data silently contesting for survival — fractal, pointillist, and mercilessly lethal.

Gardens-in-a-Petri

Gardens-in-a-Petri

Which is why someone should market them alongside these Gardens-in-a-Bag and the equally portable Flowers-in-a-Can. Certainly our reliably adventurous and near-future spacefaring Dubai sheiks can be convinced to invest in these instant landscapes, perhaps even finance viral hunting expeditions to new Edens, where not only new bird and frog species lay uncatalogued but also prized super-strains of Avian flu and Ebola-HIV hybrids await collection and classification by CDC-licensed landscape architects.

Gardens-in-a-Petri

And if they happen to run out of test tubes, a body can just as easily be converted into a greenhouse and FedExed off to the manufacturing plant, whence every crevices are swabbed, tissues dissected, and bubbling fluids bottled. Then cultured and espaliered with nutrient agar and antibiotics. And finally shipped off along major air traffic routes to waiting WHO-certified gardeners.

(Or maybe the expedition encounters a malicious band of orchid hunters and transnational ex-CIA miner-loggers. Everyone’s sweaty, no shower in weeks, and the constant high pitched droning of the forest has made all trigger-happy and quite insane. The Hot Zone meets Adaptation meets Aguirre. Maybe BLDGBLOG can be persuaded to film this comedy.)

Gardens-in-a-Petri

Gardens-in-a-Petri

Gardens-in-a-Petri

Gardens-in-a-Petri

Simply arrange them atop your coffee table. Nothing will bring your guests to chat ironically about post-9/11 bioterrorism faster.

Gardens-in-a-Petri

(Except where noted, images were lifted here.)


Gardens-in-a-Bag

Originally from Pruned on February 23, 2006, 4:09pm

Posted in Architecture, Art, Biology, Materials, ReBlog | No Comments »

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